The present study aimed at increasing behavioral engagement in groups of networked people by providing feedback on the group activity. Each participant logged into an on-line virtual environment for four subsequent treasure-hunting sessions along with other nine players. During the game, all players communicated dyadically through textual chats, and searched for the treasures in the virtual environment. In two conditions, the participants received a visual feedback depicting the communication activity with the group based on social network analysis indices (i.e. \u2018centrality\u2019 or \u2018reciprocity\u2019). Feedback was not provided in the third condition. The underlying assumption was that if the group activity becomes more visible t...
We present a service providing real-time feedback to participants of small group meetings on the soc...
In this paper we describe the results of a controlled study of a social game, Magpies, which was bui...
Social presence is an important construct in online group learning. It influences the way how social...
The study aims at investigating the effects of feedback intervention on group presence, and to measu...
Collaborative mediated environments compete to provide visitors with social feedback, whose actual e...
eedback intervention in computer-mediated situations can be interpreted as a way to augment communic...
A behavioral observation methodology was employed in this study to examine how social behavior unfol...
As computer-mediated work continues to evolve, and online interactions between individuals become mo...
Presence is usually assessed via a variety of subjective and objective measures. However, constraint...
The social facilitation effect describes the change in the performance of the task under the influen...
This paper reports a study which examined the impact of computer game experience on behaviour observ...
We present a service providing real-time feedback to participants of small group meetings on the soc...
This paper discusses an exploratory case study of the design of games that facilitate spontaneous so...
This paper reports a study which examined the impact of computer game experience on behaviour observ...
This study focuses on social feedback, namely on information on the outcome of users' online activit...
We present a service providing real-time feedback to participants of small group meetings on the soc...
In this paper we describe the results of a controlled study of a social game, Magpies, which was bui...
Social presence is an important construct in online group learning. It influences the way how social...
The study aims at investigating the effects of feedback intervention on group presence, and to measu...
Collaborative mediated environments compete to provide visitors with social feedback, whose actual e...
eedback intervention in computer-mediated situations can be interpreted as a way to augment communic...
A behavioral observation methodology was employed in this study to examine how social behavior unfol...
As computer-mediated work continues to evolve, and online interactions between individuals become mo...
Presence is usually assessed via a variety of subjective and objective measures. However, constraint...
The social facilitation effect describes the change in the performance of the task under the influen...
This paper reports a study which examined the impact of computer game experience on behaviour observ...
We present a service providing real-time feedback to participants of small group meetings on the soc...
This paper discusses an exploratory case study of the design of games that facilitate spontaneous so...
This paper reports a study which examined the impact of computer game experience on behaviour observ...
This study focuses on social feedback, namely on information on the outcome of users' online activit...
We present a service providing real-time feedback to participants of small group meetings on the soc...
In this paper we describe the results of a controlled study of a social game, Magpies, which was bui...
Social presence is an important construct in online group learning. It influences the way how social...